Probably it is rather a beginner question, copied from Graphics section.

Hi,

I have an Earth object created in 3DS Max. It is a geopshere with relief created with Displacement modifier from a bump image. I want use a NASA texture too but when I add it as material to my imported FBX object in esenthel, the relief doesnt match with the texture, though they (texture + bump image) have the same resolution. I need shift it horizontally, vertically it seems ok. I see the Himalaya in Africa though in good latitude. smile
I see an icon in the editor with the tooltip "Enable this and click on the screen to set material at that location", assumed this is what I need, but seems no effect if I click to anywhere to the mesh.
Any help greatly appreciated!

Do you have the NASA texture applied correctly in max? It would be easiest to shift the UV's or the texture itself (photoshop/gimp). You can't do it in the editor, but you can via code or custom shaders. Or maybe you need to reset your transforms/swap axes at export/etc.. ?

That button is for applying the material to a mesh (or part) on the whole, it doesn't matter where on the part you click only which mesh part (if there's more than one). You see no effect probably because you apply the same material to your sphere.

no, I added the texture in Esenthel. I made only the mesh in 3DS Max as I would like handle textures in Esenthel. Only thing I made in 3DS Max, the "relief", applying displace modifier with a bump image so I got a real 3D geopshere, but without any texture.
The NASA texture itself does look good I mean I added it a ball material and Esenthel applied it correctly - at least poles are OK and not distorted.
My problem is the relief which I added in 3DS Max isnt in sync with the satellite texture - the mountains are in different position on mesh as the texture shows.
So do you think it is better to make everything in 3DS Max?
My problem is that I would change the textures in the game, depending on what mapmode the player chooses. If he chooses terrain mapmode, I show the satellite texture, if he chooses region/province mapmode then I have to show an another texture.
Or Im totally wrong about designing this?

Created .fbx with with unwrapped topo texture and geosphere mesh based on heightmap. After setting UV offset in 3DS Max, it looks fine in viewport and in render.
But offset seems lost when I want import this .fbx to Esenthel. Same bad offset as when I added texture manually in Esenthel. Maybe I missed some export setting in 3DS...

ah sorry it is 32bit UI.
works with Esenthel 64.exe.
But well seems Esenthel doesnt load UV offset back from .FBX file.
If I import back .FBX into 3DS Max, it is fine.
Should I use another file format?
found a method should work for me: texMove( Vec2(...
but seems ineffective if I use after loading mesh. weird, texRotate works fine...